Goblin Hammerhead

Small humanoid (goblinoid), neutral evil


Armor Class
13 (leather armor)
Hit Points
67 (9d6+36)
Speed
30 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 18 (+4) 5 (-3) 8 (-1) 10 (0)

Skills
Stealth +6
Condition Immunities
stunned
Senses
darkvision 60 ft., passive Perception 9
Languages
Common, Goblin
Challenge
3 (700 XP)
Proficiency Bonus
+2

Nimble Escape. The goblin hammerhead can take the Disengage or Hide action as a bonus action on each of their turns.

Hammered. The goblin hammerhead automatically fails any rolls that use Intelligence.

Charge. If the hammerhead moves at least 10 feet straight towards a target and then hits it with a hammerhead attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage.

Unyielding. If the hammerhead takes fatal damage while they are dashing, they may still finish their turn before they die.

Living Siege Weapon. The hammerhead deals double damage to objects and structures using their hammerhead attack.

Following Orders. If the hammerhead starts their turn within 30 feet of an allied goblinoid with the Commander instinct, they may take the Dash action as a bonus action. When they do so, their movement speed is doubled.

Actions

Multiattack. The goblin hammerhead makes three attacks with their mace or one with their hammerhead.

Mace. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6+3) bludgeoning damage.

Hammerhead. Melee Weapon Attack: +5 to hit, reach 5ft, one target. Hit: 12 (2d8+3) bludgeoning damage.